Attention-based AI determination of player choices

ABSTRACT

Using a camera or other tracking hardware, the attention of a player of a computer game (based on gaze direction, for instance) is tracked at key/predetermined points during game play. For example, when the player enters a new area in the game such as a simulated room, town, etc., it is determined what the player&#39;s gaze focuses on more, e.g., a dog huddled in the corner, a nobleman with obvious signs of wealth, or a shifty appearing figure in the shadows. Based on this input, one or more factors of future gameplay are determined, such as an order in which to present encounters/challenges, adjusting a character&#39;s “morality” score/flag, adjusting bonuses/penalties to non-player character (NPC) interactions, etc.

FIELD

The present application relates to technically inventive, non-routinesolutions that are necessarily rooted in computer technology and thatproduce concrete technical improvements.

BACKGROUND

As understood herein, in computer games, player decisions have to bedetermined by the game console via player input (usually pressing abutton). As also understood herein, this telegraphs to the player that adecision is being made which itself can influence the player's decision.

SUMMARY

As further understood herein, a non-direct input method that iscompletely non-intrusive to the player's experience is desirable toalter computer game play based on spontaneous player attention.

Accordingly, a device includes at least one computer memory that is nota transitory signal and that includes instructions executable by atleast one processor to receive from a camera at least one image of aplayer of a computer game. The instructions are executable to, based atleast in part on the image, determine a direction of gaze of the player,correlate the direction of gaze to at least one object in the computergame to establish a correlation, and use the correlation to determine agame path to present to the player, anchor a dialog to present to theplayer, and/or a player skill attribute. The instructions also areexecutable to present the game path to the player, and/or present thedialog to the player, and/or alter a skill associated with the playeraccording to the player skill attribute.

In example embodiments, the instructions may be executable to correlatethe direction of gaze to at least one object in the computer game toestablish a correlation at least in part based on accessing informationthe computer game indicating locations of objects in at least onekeystone scene. The camera can be supported by a computer game headsetwearable by the player.

In example embodiments, the instructions may be executable to establishthe correlation at least in part based on a number of times greater thanone that the direction of gaze is directed to the at least one object.In non-limiting examples, the instructions are executable to establishthe correlation at least in part based on a class of the at least oneobject.

In another aspect, an apparatus includes at least one computer storagewith instructions executable by at least one processor, and at least oneprocessor configured to access the instructions for receiving from adevice at least one indication signal that is not a computer game inputsignal. The indication signal indicates attention of a player to anelement of a computer game. The instructions are executable for, basedat least in part on the indication signal, determining an attention ofthe player, correlating the attention of the player to at least oneobject in the computer game to establish a correlation, and then usingthe correlation to determine a game path to present to the player,and/or a dialog to present to the player, and/or a player skillattribute. The instructions may be executable for presenting the gamepath to the player, and/or presenting the dialog to the player, and/oraltering a skill associated with the player according to the playerskill attribute.

In another aspect, a method includes receiving at least one indicationsignal that is not a computer game input signal, and based at least inpart on the indication signal, determining an attention of the player.The method includes correlating the attention of the player to at leastone object in a computer game to establish a correlation. The methodfurther includes using the correlation to alter presentation of thecomputer game.

The details of the present application, both as to its structure andoperation, can best be understood in reference to the accompanyingdrawings, in which like reference numerals refer to like parts, and inwhich:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an example system including an example inaccordance with present principles;

FIG. 2 is diagram of a computer game headset that may be employedconsistent with present principles;

FIG. 3 is a block diagram of a simplified example system consistent withpresent principles;

FIG. 4 is a flow chart of example attention tracking logic consistentwith present principles;

FIG. 5 is a flow chart of example game altering logic consistent withpresent principles; and

FIGS. 6 and 7 schematically illustrate altering game paths based onwhich object a player attends to.

DETAILED DESCRIPTION

This disclosure relates generally to computer ecosystems includingaspects of consumer electronics (CE) device networks such as but notlimited to distributed computer game networks.

A system herein may include server and client components, connected overa network such that data may be exchanged between the client and servercomponents. The client components may include one or more computingdevices including game consoles such as but not limited to SonyPlayStation™ and Microsoft Xbox™, portable televisions (e.g. smart TVs,Internet-enabled TVs), portable computers such as laptops and tabletcomputers, and other mobile devices including smart phones andadditional examples discussed below. These client devices may operatewith a variety of operating environments. For example, some of theclient computers may employ, as examples, Orbis or Linux operatingsystems, operating systems from Microsoft, or a Unix operating system,or operating systems produced by Apple Computer or Google. Theseoperating environments may be used to execute one or more browsingprograms, such as a browser made by Microsoft or Google or Mozilla orother browser program that can access websites hosted by the Internetservers discussed below. Also, an operating environment according topresent principles may be used to execute one or more computer gameprograms.

Servers and/or gateways may include one or more processors executinginstructions that configure the servers to receive and transmit dataover a network such as the Internet. Or, a client and server can beconnected over a local intranet or a virtual private network. A serveror controller may be instantiated by a game console such as a SonyPlayStation®, a personal computer, etc.

Information may be exchanged over a network between the clients andservers. To this end and for security, servers and/or clients caninclude firewalls, load balancers, temporary storages, and proxies, andother network infrastructure for reliability and security. One or moreservers may form an apparatus that implement methods of providing asecure community such as an online social website to network members.

As used herein, instructions refer to computer-implemented steps forprocessing information in the system. Instructions can be implemented insoftware, firmware or hardware and include any type of programmed stepundertaken by components of the system.

A processor may be any conventional general-purpose single- ormulti-chip processor that can execute logic by means of various linessuch as address lines, data lines, and control lines and registers andshift registers.

Software modules described by way of the flow charts and user interfacesherein can include various sub-routines, procedures, etc. Withoutlimiting the disclosure, logic stated to be executed by a particularmodule can be redistributed to other software modules and/or combinedtogether in a single module and/or made available in a shareablelibrary.

Present principles described herein can be implemented as hardware,software, firmware, or combinations thereof; hence, illustrativecomponents, blocks, modules, circuits, and steps are set forth in termsof their functionality.

Further to what has been alluded to above, logical blocks, modules, andcircuits described below can be implemented or performed with ageneral-purpose processor, a digital signal processor (DSP), a fieldprogrammable gate array (FPGA) or other programmable logic device suchas an application specific integrated circuit (ASIC), discrete gate ortransistor logic, discrete hardware components, or any combinationthereof designed to perform the functions described herein. A processorcan be implemented by a controller or state machine or a combination ofcomputing devices. Thus, the methods herein may be implemented assoftware instructions executed by a processor, suitably configuredapplication specific integrated circuits (ASIC) or field programmablegate array (FPGA) modules, or any other convenient manner as would beappreciated by those skilled in those art. Where employed, the softwareinstructions may be embodied in a non-transitory device such as a CD ROMor Flash drive. The software code instructions may alternatively beembodied in a transitory arrangement such as a radio or optical signal,or via a download over the Internet.

The functions and methods described below, when implemented in software,can be written in an appropriate language such as but not limited toJava, C# or C++, and can be stored on or transmitted through acomputer-readable storage medium such as a random access memory (RAM),read-only memory (ROM), electrically erasable programmable read-onlymemory (EEPROM), compact disk read-only memory (CD-ROM) or other opticaldisk storage such as digital versatile disc (DVD), magnetic disk storageor other magnetic storage devices including removable thumb drives, etc.A connection may establish a computer-readable medium. Such connectionscan include, as examples, hard-wired cables including fiber optics andcoaxial wires and digital subscriber line (DSL) and twisted pair wires.Such connections may include wireless communication connectionsincluding infrared and radio.

Components included in one embodiment can be used in other embodimentsin any appropriate combination. For example, any of the variouscomponents described herein and/or depicted in the Figures may becombined, interchanged or excluded from other embodiments.

“A system having at least one of A, B, and C” (likewise “a system havingat least one of A, B, or C” and “a system having at least one of A, B,C”) includes systems that have A alone, B alone, C alone, A and Btogether, A and C together, B and C together, and/or A, B, and Ctogether, etc.

Now specifically referring to FIG. 1, an example system 10 is shown,which may include one or more of the example devices mentioned above anddescribed further below in accordance with present principles. The firstof the example devices included in the system 10 is a consumerelectronics (CE) device such as an audio video device (AVD) 12 such asbut not limited to a computer game console system with display or anIntel-enabled TV with a TV tuner (equivalently, set top box controllinga TV). However, the AVD 12 alternatively may be an appliance orhousehold item, e.g. computerized Internet enabled refrigerator, washer,or dryer. The AVD 12 alternatively may also be a computerized Internetenabled (“smart”) telephone, a tablet computer, a notebook computer, awearable computerized device such as e.g. computerized Internet-enabledwatch, a computerized Internet-enabled bracelet, other computerizedInternet-enabled devices, a computerized internet-enabled music player,computerized Internet-enabled head phones, a computerizedInternet-enabled implantable device such as an implantable skin device,etc. Regardless, it is to be understood that the AVD 12 is configured toundertake present principles (e.g. communicate with other CE devices toundertake present principles, execute the logic described herein, andperform any other functions and/or operations described herein).

Accordingly, to undertake such principles the AVD 12 can be establishedby some or all of the components shown in FIG. 1. For example, the AVD12 can include one or more displays 14 that may be implemented by a highdefinition or ultra-high definition “4K” or higher flat screen and thatmay be touch-enabled for receiving user input signals via touches on thedisplay. The AVD 12 may include one or more speakers 16 for outputtingaudio in accordance with present principles, and at least one additionalinput device 18 such as e.g. an audio receiver/microphone for e.g.entering audible commands to the AVD 12 to control the AVD 12. Theexample AVD 12 may also include one or more network interfaces 20 forcommunication over at least one network 22 such as the Internet, an WAN,an LAN, etc. wider control of one or more processors 24. Thus, theinterface 20 may be, without limitation, a Wi-Fi transceiver, which isan example of a wireless computer network interface, such as but notlimited to a mesh network transceiver. It is to be understood that theprocessor 24 controls the AVD 12 to undertake present principles,including the other elements of the AVD 12 described herein such as e.g.controlling the display 14 to present images thereon and receiving inputtherefrom. Furthermore, note the network interface 20 may be, e.g., awired or wireless modem or router, or other appropriate interface suchas, e.g., a wireless telephony transceiver, or Wi-Fi transceiver asmentioned above, etc.

In addition to the foregoing, the AVD 12 may also include one or moreinput ports 26 such as, e.g., a high definition multimedia interface(HDMI) port or a USB port to physically connect (e.g. using a wiredconnection) to another CE device and/or a headphone port to connectheadphones to the AVD 12 for presentation of audio from the AVD 12 to auser through the headphones. For example, the input port 26 may beconnected via wire or wirelessly to a cable or satellite source 26 a ofaudio video content. Thus, the source 26 a may be, e.g., a separate orintegrated set top box, or a satellite receiver. Or, the source 26 a maybe a game console or disk player containing content such as computergame software and databases. The source 26 a when implemented as a gameconsole may include some or all of the components described below inrelation to the CE device 44.

The AVD 12 may further include one or more computer memories 28 such asdisk-based or solid-state storage that are not transitory signals, insome cases embodied in the chassis of the AVD as standalone devices oras a personal video recording device (PVR) or video disk player eitherinternal or external to the chassis of the AVD for playing back AVprograms or as removable memory media. Also in some embodiments, the AVD12 can include a position or location receiver such as but not limitedto a cellphone receiver, GPS receiver and/or altimeter 30 that isconfigured to e.g. receive geographic position information from at leastone satellite or cellphone tower and provide the information to theprocessor 24 and/or determine an altitude at which the AVD 12 isdisposed in conjunction with the processor 24. However, it is to beunderstood that that another suitable position receiver other than acellphone receiver, GPS receiver and/or altimeter may be used inaccordance with present principles to e.g., determine the location ofthe AVD 12 in e.g. all three dimensions.

Continuing the description of the AVD 12, in some embodiments the AVD 12may include one or more cameras 32 that may be, e.g., a thermal imagingcamera, a digital camera such as a webcam, and/or a camera integratedinto the AVD 12 and controllable by the processor 24 to gatherpictures/images and/or video in accordance with present principles. Alsoincluded on the AVD 12 may be a Bluetooth transceiver 34 and other NearField Communication (NFC) element 36 for communication with otherdevices using Bluetooth and/or NFC technology, respectively. An exampleNFC element can be a radio frequency identification (RFID) element.

Further still, the AVD 12 may include one or more auxiliary sensors 37(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer,or a magnetic sensor, an infrared (IR) sensor, an optical sensor, aspeed and/or cadence sensor, a gesture sensor (e.g. for sensing gesturecommand), etc.) providing input to the processor 24. The AVD 12 mayinclude an over-the-air TV broadcast port 38 for receiving OTA TVbroadcasts providing input to the processor 24. In addition to theforegoing, it is noted that the AVD 12 may also include an infrared (IR)transmitter and/or IR receiver and/or IR transceiver 42 such as an IRdata association (IRDA) device. A battery (not shown) may be providedfor powering the AVD 12.

Still referring to FIG. 1, in addition to the AVD 12, the system 10 mayinclude one or more other CE device types. In one example, a first CEdevice 44 may be used to control the display via commands sent throughthe below-described server while a second CE device such as the source26 a may include similar components as the first CE device 44 and hencewill not be discussed in detail. Fewer or greater devices may be used.As alluded to above, a CE device may be implemented by a game console.Or, one or more of the CE devices may be implemented by a computer gameheadset such as the example headset 200 shown in FIG. 2.

In the example shown, to illustrate present principles all the devicesare assumed to be members of an entertainment network in, e.g., a home,or at least to be present in proximity to each other in a location suchas a house. However, for present principles are not limited to aparticular location, illustrated by dashed lines 48, unless explicitlyclaimed otherwise.

The example non-limiting first CE device 44 may be established by anyone of the above-mentioned devices, for example, a portable wirelesslaptop computer or notebook computer or game controller (also referredto as “console”), and accordingly may have one or more of the componentsdescribed below. The second CE device 26 a without limitation may beestablished by a video disk player such as a Blu-ray player, a gameconsole, and the like. The first CE device 44 may be a remote control(RC) for, e.g., issuing AV play and pause commands to the AVD 12, or itmay be a more sophisticated device such as a tablet computer, a gamecontroller communicating via wired or wireless link with a game consoleimplemented by the second CE device and controlling video gamepresentation on the AVD 12, a personal computer, a wireless telephone,etc.

Accordingly, the first CE device 44 may include one or more displays 50that may be touch-enabled for receiving user input signals via toucheson the display. The first CE device 44 may include one or more speakers52 for outputting audio in accordance with present principles, and atleast one additional input device 54 such as e.g. an audioreceiver/microphone for e.g. entering audible commands to the first CEdevice 44 to control the device 44. The example first CE device 44 mayalso include one or more network interfaces 56 for communication overthe network 22 under control of one or more CE device processors 58.Thus, the interface 56 may be, without limitation, a transceiver, whichis an example of a wireless computer network interface, including meshnetwork interfaces. It is to be understood that the processor 58controls the first CE device 44 to undertake present principles,including the other elements of the first CE device 44 described hereinsuch as a graphics processor 58 a for controlling the display 50 topresent images thereon and receiving input therefrom. Furthermore, notethe network interface 56 may be, e.g., a wired or wireless modem orrouter, or other appropriate interface such as, e.g., a wirelesstelephony transceiver, or Wi-Fi transceiver as mentioned above, etc.

In addition to the foregoing, the first CE device 44 may also includeone or more input ports 60 such as, e.g., a HDMI port or a USB port tophysically connect (e.g. using a wired connection) to another CE deviceand/or a headphone port to connect headphones to the first CE device 44for presentation of audio from the first CE device 44 to a user throughthe headphones. The first CE device 44 may further include one or moretangible computer readable storage medium 62 such as disk-based orsolid-state storage. Also in some embodiments, the first CE device 44can include a position or location receiver such as but not limited to acell phone and/or GPS receiver and/or altimeter 64 that is configured toe.g. receive geographic position information from at least one satelliteand/or cell tower, using triangulation, and provide the information tothe CE device processor 58 and/or determine an altitude at which thefirst CE device 44 is disposed in conjunction with the CE deviceprocessor 58. However, it is to be understood that that another suitableposition receiver other than a cellphone and/or GPS receiver and/oraltimeter may be used in accordance with present principles to e.g.determine the location of the first CE device 44 in e.g. all threedimensions.

Continuing the description of the first CE device 44, in someembodiments the first CE device 44 may include one or more cameras 66that may be, e.g., a thermal imaging camera, a digital camera such as awebcam, and/or a camera integrated into the first CE device 44 andcontrollable by the CE device processor 58 to gather pictures/imagesand/or video in accordance with present principles. Also included on thefirst CE device 44 may be a Bluetooth transceiver 68 and other NearField Communication (NFC) element 70 for communication with otherdevices using Bluetooth and/or NFC technology, respectively. An exampleNFC element can be a radio frequency identification (RFID) element.

Further still, the first CE device 44 may include one or more auxiliarysensors 72 (e.g., a motion sensor such as an accelerometer, gyroscope,cyclometer, or a magnetic sensor, an infrared (IR) sensor, an opticalsensor, a speed and/or cadence sensor, a gesture sensor (e.g. forsensing gesture command), etc.) providing input to the CE deviceprocessor 58. The first CE device 44 may include still other sensorssuch as e.g. one or more climate sensors 74 (e.g. barometers, humiditysensors, wind sensors, light sensors, temperature sensors, etc.) and/orone or more biometric sensors 76 providing input to the CE deviceprocessor 58. In addition to the foregoing, it is noted that in someembodiments the first CE device 44 may also include an infrared (IR)transmitter and/or IR receiver and/or IR transceiver 78 such as an IRdata association (IRDA) device. A battery (not shown) may be providedfor powering the first CE device 44. The CE device 44 may communicatewith the AVD 12 through any of the above-described communication modesand related components.

CE devices may include some or all of the components shown for the CEdevice 44. CE devices may be powered by one or more batteries.

Now in reference to the afore-mentioned at least one server 80, itincludes at least one server processor 82, at least one tangiblecomputer readable storage medium 84 such as disk-based or solid-statestorage, and at least one network interface 86 that, under control ofthe server processor 82, allows for communication with the other devicesof FIG. 1 over the network 22 and indeed may facilitate communicationbetween servers and client devices in accordance with presentprinciples. Note that the network interface 86 may be, e.g., a wired orwireless modem or router, Wi-Fi transceiver, or other appropriateinterface such as, e.g., a wireless telephony transceiver. Typically,the server 80 includes multiple processors in multiple computersreferred to as “blades”.

Accordingly, in some embodiments the server 80 may be an Internet serveror an entire server “farm”, and may include and perform “cloud”functions such that the devices of the system 10 may access a “cloud”environment via the server 80 in example embodiments for, e.g., networkgaming applications. Or, the server 80 may be implemented by one or moregame consoles or other computers in the same room as the other devicesshown in FIG. 1 or nearby.

FIG. 3 schematically shows that a player 300 of a computer game may beimaged by one or more cameras 302. The camera 302 may be mounted on theheadset 200 in FIG. 2 or a computer game console implementing one of thedevices in FIG. 1 or another device such as a display device. Imagesfrom the camera 302 are sent to one or more processors 304 accessing oneor more computer games 306. The processor 304 may be part of a computergame console. As set forth further below, the processor 304 determinefrom the camera image the direction of gaze of the player 300 usingeye-tracking image recognition to determine what object in the computergame the player is looking at.

In other implementations, in lieu of or in addition to using an image ofthe player 300, the processor 304 may determine that the player, bymeans of, e.g., a game controller, is hovering a screen cursor over anobject in a computer game preferably without highlighting thehovered-over object). In both cases the signal used by the processorindicates the attention of the player but it not a computer game inputsignal as would be input by, e.g., the player pressing a key on a gamecontroller.

FIG. 4 illustrates example logic for determining the player's attentionbased on camera images, it being understood that the same logic may usecursor hovers to determine player attention. Commencing at block 400,locations in the computer game of one or more game objects such as gamecharacters are tagged in one or more key scenes of the game. A key scenemay be any frame of the game, for example. The locations may be taggedby indicating in metadata the location within the key scene of eachobject being tagged.

Proceeding to block 402, the attention of the player is identified. Inone example, this is done by imaging the player's eyes and executing eyetracking image recognition to determine a direction of the player'sgaze. In another implementation, the player's attention may beidentified by determining where in the game scene the player is hoveringa screen cursor. Block 402 may be continuously executed or executed onlyupon certain time periods or game events, as when the player enters anew area in the game such as a simulated room, town, etc.

Moving to block 404, the player's attention is correlated to an objectin the commuter game. When eye tracking is used, this may be done bydetermining, based on the direction of the player's gaze, the locationof the game frame the player is looking at, in some cases based on theassumption that the display presenting the game is located directly infront of the player's face. That location is then used as enteringargument into the metadata from block 400 to determine the object theplayer is looking at. When a cursor hover is used, the object over whichthe cursor is hovering is correlated to the player's attention.

From block 404 the logic may move to block 406 to update a count orscore based on the object correlated at block 404. For example, it maybe noted that the player is focused on a particular type of object andthe number of discrete times, typically greater than one, that theplayer has focused on that object and/or type is updated. As examples,it may be noted that the player predominantly focuses on battle items,or in contrast predominantly focuses on emotional items such as puppies.The counts can be weighted, such that, for example, focus on aparticular object may count twice what focus on another object counts,to establish relative importances as between objects with respect togame play execution. As the player progresses through one or more games,a machine learning algorithm can identify what types of objects theplayer tends to pay attention to and alter game execution accordingly.

At block 408, based on the count/score, game execution can be modified.FIG. 5 provides examples.

Commencing at block 500, based on the count/score (correlation of playerattention to an object) from FIG. 4, a game path is established. Typicalcomputer games provide various game paths branching from whatever gamepath the player typically is in. Thus, in contrast to establishing thegame path into which the game will branch based on a player imputinggaming signals via game controller, in FIG. 5 the path is establishedbased at least in part on where the player's attention is focused. Forexample, in a simplified example a first sequence of characterencounters/challenges may be presented based on the player's attentionbeing focused on a first object whereas a second sequence of characterencounters/challenges may be presented based on the player's attentionbeing focused on a second object.

Likewise, at block 502 a dialog audibly presented to the player onspeakers may be established based on the attention correlation of FIG.4. For example, in a simplified example a first dialog may be presentedbased on the player's attention being focused on a first object whereasa second dialog may be presented based on the player's attention beingfocused on a second object.

Still further, at block 504 game execution may be modified byestablishing, based on the attention focus logic of FIG. 4, the player'sskill level or other gamer attribute such as the player's (or characterrepresenting the player) “morality” score/flag, adjustingbonuses/penalties to non-player character (NPC) interactions, etc. Asfurther examples, if it is noted that the player's attention is focusedon other players' characters, the player's skill indication may be“leader”. In any case, these player character attributes may be used inawarding bonus points that in turn may be used in presenting the nexthigher level of the game play, etc. As player attention is tracked, theskill level of the player may be changed a block 506.

Turn now to FIGS. 6 and 7, in which it is assumed that eye tracking isused to determine the player's focus of attention on objects in acomputer game being presented on a display such as the display 14 shownin FIG. 1. In FIG. 6, the player 300 is gazing at object “A”, whichcauses game path “X” subsequently to be presented on the display. Incontrast, in FIG. 7, the player 300 is gazing at object “B”, whichcauses game path “Y” subsequently to be presented on the display. Itwill readily be appreciated that the same principles may be used for theother game execution alterations discussed above, such that, forexample, focus on object “A” causes dialog “M” to be played on speakerswhereas focus on object “B” causes dialog “N” to be played on speakers.

It will be appreciated that whilst present principals have beendescribed with reference to some example embodiments, these are notintended to be limiting, and that various alternative arrangements maybe used to implement the subject matter claimed herein.

What is claimed is:
 1. A device comprising: at least one processor; atleast one computer memory that is not a transitory signal and thatcomprises instructions executable by the at least one processor to:receive from a camera at least one image of a player of a computersimulation; based at least in part on the image, determine a directionof gaze of the player; correlate the direction of gaze to at least oneobject that is a game character in the computer simulation to establisha correlation; present at a first time a first sequence of characterencounters based on correlating the direction of gaze to a first object;present at the first time a second sequence of character encountersbased on correlating the direction of gaze to a second object; use thedirection of gaze to determine a player skill attribute; and alter askill associated with the player according to the player skillattribute.
 2. The device of claim 1, wherein the instructions areexecutable to: use the direction of gaze to determine a simulation pathto present to the player; and present the first simulation path to theplayer.
 3. The device of claim 1, wherein the instructions areexecutable to: use the direction of gaze to determine a dialog topresent to the player; and present the dialog to the player.
 4. Thedevice of claim 1, wherein the camera is supported by a computer gameheadset wearable by the player.
 5. The device of claim 1, wherein theinstructions are executable to: establish a correlation between thedirection of gaze and the at least one object at least in part based ona number of times greater than one that the direction of gaze isdirected to the at least one object.
 6. The device of claim 1, whereinthe instructions are executable to: establish a correlation between thedirection of gaze and the at least one object at least in part based ona class of the at least one object.
 7. An apparatus comprising: at leastone computer storage comprising instructions executable by at least oneprocessor; and at least one processor configured to access theinstructions for: receiving from a device at least one indication signalthat is not a computer simulation input signal, the at least oneindication signal indicating attention of a player to an element of acomputer simulation; based at least in part on the indication,determining an attention of the player; correlating the attention of theplayer to at least one object that is a game character in the computersimulation to establish a correlation; presenting at a first time afirst sequence of character encounters based on correlating theattention of the player to a first object and presenting at the firsttime a second sequence of character encounters based on correlating theattention of the player to a second object; using the correlation todetermine a player skill attribute; and altering a skill associated withthe player according to the player skill attribute.
 8. The apparatus ofclaim 7, wherein the device is a camera and the indication signalcomprises at least one image of the player.
 9. The apparatus of claim 7,wherein the device is a processor and the indication signal comprises atleast cursor hover signal.
 10. The apparatus of claim 7, wherein theinstructions are executable for: using the correlation to determine asimulation path to present to the player; and presenting the simulationpath to the player.
 11. The apparatus of claim 7, wherein theinstructions are executable for: using the correlation to determine adialog to present to the player; and presenting the dialog to theplayer.
 12. The apparatus of claim 7, wherein the instructions areexecutable for: establishing the correlation at least in part based onaccessing information the computer simulation indicating locations ofobjects in at least one keystone scene.
 13. The apparatus of claim 7,wherein the instructions are executable for: establishing thecorrelation at least in part based on a number of times greater than onethat the attention is directed to the at least one object.
 14. Theapparatus of claim 7, wherein the instructions are executable for:establishing the correlation at least in part based on a class of the atleast one object.
 15. A method, comprising: receiving at least oneindication signal that is not a computer simulation input signal; basedat least in part on the indication signal, determining a first attentionof the player; correlating the first attention of the player to at leasta first object that is a game character in a computer simulation;determining a second attention of the player; correlating the secondattention to at least a second object in the computer simulation;presenting at a first time a first set of encounters responsive tocorrelating the first attention of the player to the first object;presenting at the first time a second sequence of encounters responsiveto correlating the second attention of the player to the second object;using the correlation to determine a player skill attribute; andaltering a skill associated with the player according to the playerskill attribute.
 16. The method of claim 15, comprising: using acorrelation of player attention to object to determine at least one of:a simulation path to present to the player, a dialog to present to theplayer; and executing at least one of: presenting the simulation path tothe player, presenting the dialog to the player.